bigcollin Blogbigcollin Bloghttp://www.gameinformer.com/blogs/members/b/bigcollin_blog/atom.aspxCommunity Server2012-03-02T21:04:00ZThe Last of Us Case Study/Review/blogs/members/b/bigcollin_blog/archive/2014/07/18/the-last-of-us-case-study-review.aspx2014-07-18T21:30:00Z2014-07-18T21:30:00Z<p class="MsoNormal"><img style="font-size:12px;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/1727.TheLastofUs_5F00_060313_5F00_1600.jpg" border="0" alt="" /></p>
<p align="center" class="MsoNormal"><span>&nbsp;</span></p>
<p class="MsoNormal"><span><span style="white-space:pre;"> </span>I
found myself in an odd situation when the credits finally rolled after the
ending scenes of The Last of Us. I felt like I had just experienced something
profound, something of the likes I had never experienced before in gaming. Yet
for the life of me, I could not seem to put my finger on any particular reason
why. When I finish most games, I am usually immediately able to tell you why I
liked it: it had amazing and fluid gameplay (Super Metroid), or an entrancing
story (Bioshock), or characters that would be etched into my mind till the end
of days (Chrono Trigger). Perhaps it had a deep thematic or emotional message
(Journey), or maybe a world that so captured my imagination that I never wanted
to leave (Metroid Prime). However, I couldn&rsquo;t definitively pinpoint any of
these reasons, or any combination of them, as the reason I felt so awestruck
while the names of the Naughty Dog staff rolled in front of my eyes. Sure, The
Last of Us definitely provided a strong example of all of these elements, but
none of these individual pieces seemed to be any better than just &ldquo;good&rdquo;. After
quite a bit of contemplation on this issue, I finally found the answer I was
searching for in an unexpected place: in the argument of someone who felt the
entire game was no better than &ldquo;good&rdquo;.</span></p>
<p class="MsoNormal"><span>&nbsp;</span></p>
<p align="center" class="MsoNormal"><span>
<img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/6558.2013_5F00_06_5F00_13_5F00_LaunchDayPost_5F00_960p.png" border="0" alt="" /></span><span></span></p>
<p align="center" class="MsoNormal"><span>&ldquo;What does he mean by &lsquo;good&rsquo;?</span><span></span></p>
<p align="center" class="MsoNormal"><span>&nbsp;</span></p>
<p class="MsoNormal"><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The first thing I began to notice
when I finished The Last of Us was that I had never seen a game that was so
much an example of &ldquo;better than the sum of its parts.&rdquo; When I critically
evaluated each individual piece of the game, I found them all to be surprisingly
lackluster: the gameplay, though tight and well-controlled, didn&rsquo;t feel much
different to me than an Uncharted game with an increased focus on stealth. The
story was very well written, but I could hardly call it jaw-dropping, as nearly
every major twist the game tried to throw at me I had already predicted
multiple levels in advanced. I had guessed the game&rsquo;s conclusion itself roughly
2/3rds of the way through the game. The world was beautifully rendered, well
designed, and told a story of its own, which is always a major plus in my book,
but I had already experienced this exact same sort of world when I first played
through Fallout 3, which in my opinion was able to tell its story in a far more
vivid and interesting fashion: so once again, while good, nothing that should
have made feel so moved by the game. The game had its thematic and emotional
moments that gave me pause and thought afterword, but much like the setting, it
was nothing I hadn&rsquo;t seen done before, and for that matter better, in other mediums,
or even other games. Which leaves me with what I believe is the strongest area
of the game individually: the character development. The Last of Us brought to
the table two of the most well-defined and relatable characters I have ever had
the joy of playing with in a video game. The problem is, I had no idea why. Why
were they so relatable? This was the question that started to eat away at me,
until I voiced my uncertainty to a friend, who promptly responded with &ldquo;I
really didn&rsquo;t think they were that great&rdquo;. It was at that moment that
everything came together.</span><span></span></p>
<p class="MsoNormal"><span>&nbsp;</span></p>
<p align="center" class="MsoNormal"><span>
<img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/1423.the_5F00_last_5F00_of_5F00_us_5F00_ps3_5F00_game_2D00_2560x1440.jpg" border="0" alt="" /></span><span></span></p>
<p align="center" class="MsoNormal"><span>Not exactly a relatable situation for most gamers</span></p>
<p class="MsoNormal"><span>&nbsp;</span></p>
<p class="MsoNormal"><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; The only way I have come to being
able to describe The Last of Us is as a Survival Simulator. Distinct from
Survival Horror, which seeks to psychologically terrify the player through the
use of oppressive atmosphere and horrifying sensation, I felt that The Last of
Us was something different. There were extremely few moments in the game where
I felt anything akin to horror or terror: what instead enveloped me through my
play through was a feeling of constant anxiety and worry. A fear driven not by
ominous sounds or gruesome sights, but from the knowledge that a singular
error, be it running out of ammo, being caught out of stealth, or running into
a dead end, would mean almost certain death. The Last of Us made me feel like
every single encounter was a life or death situation, and that every decision I
made, be it crafting a health pack instead of a Molotov, shooting my revolver
instead of my handgun when what ammo lay ahead was a mystery, or using a shank
to quickly kill an enemy in stealth rather than risking being seen while
strangling them could be the difference between rather I survived or not. It
was this feeling of constant anxiety, this life or death mindset that the game
so skillfully drew me into that masterfully wove the rest of the &ldquo;good&rdquo; pieces
together into something that was decidedly far better than &ldquo;good.&rdquo; It was this
need to survive that filled my very soul that made even the predictable
elements of the story feel so monumental, that made every aspect of the
gameplay feel so important, and that made the world speak to me in such a
meaningful way. It was this feeling that made the characters feel so relatable,
so believable: Naughty Dog had somehow found a way to let me experience the
same fear, anxiety, and emotion that drove the characters through their story,
and it is in this way that the true brilliance of The Last of Us shines.</span></p>
<p class="MsoNormal"><span>&nbsp;</span></p>
<p align="center" class="MsoNormal"><span>
<img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/1537.2453616_2D00_2762456622_2D00_the_2D00_l.jpg" border="0" alt="" /></span><span></span></p>
<p align="center" class="MsoNormal"><span>Naughty Dog found a way to emotionally drop you into
the same situations as the characters you control</span></p>
<p class="MsoNormal"><span>&nbsp;</span></p>
<p class="MsoNormal"><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Now, you may now be wondering how my
friend&rsquo;s assertion that he didn&rsquo;t think the characters &ldquo;were really that great&rdquo;
could have triggered this sudden realization in me. The answer lies in my
friend&rsquo;s history: he spent many years as an Explosive Ordinance Disposal
Technician in the United States Army. The difference between my friend and I
was that I had never experienced much outside of my native Texas suburbia: I
had never been in a true life or death situation, and therefor Naughty Dog&rsquo;s
simulation of one had a strong effect on me. However, my friend spent several
years of his life living every day not knowing if he would live to see another.
His life had consisted of walking into possible death on a daily basis, be it
while disarming booby traps in drug caches in Central America, IEDs in
Afghanistan, or pipe bombs put together by bored teenagers in suburban
Tennessee. To someone like that, who had lived in a constant life or death
situation for years of his life, even the strongest attempt to simulate that
same feeling in a video game would almost certainly fall short. Thus, when my
friend played through The Last of Us, he did not experience the same thrill and
anxiety that had guided me through my play through, but instead could only see
the game as the sum of its parts: a predictable story, somewhat tired gameplay
elements, a setting and atmosphere that had been done much better in other
games, and characters that, though well defined, were somewhat unreliable when
taken out of the emotional context of their situation. To someone who was oblivious
to the beautiful fear that Naughty Dog had used to tie all these elements
together into something astounding, the game was nothing more a jumble of
&ldquo;good&rdquo; parts &ndash; and thus, nothing more than a &ldquo;good&rdquo; game.</span></p>
<p align="center" class="MsoNormal"><span>&nbsp;</span></p>
<p align="center" class="MsoNormal"><span>
<img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/6303.nail_5F00_bomb_5F005F005F00_the_5F00_last_5F00_of_5F00_us_5F00_by_5F00_nerdbutpro_2D00_d7gk9qi.jpg" border="0" alt="" /></span><span></span></p>
<p align="center" class="MsoNormal"><span>No simulation can compare to the real thing</span></p>
<p align="center" class="MsoNormal"><span>&nbsp;</span></p>
<p class="MsoNormal"><span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; In summation, The Last of Us is an absolutely
brilliant experience, but not because of innovative gameplay, mind-blowing
narrative twist, or a world that silently spoke volumes, but because it
perfectly melds lesser versions of these elements in a way that creates an
emotional experience unlike anything I have ever before experienced in a video
game. In my opinion, The Last of Us is not the pinnacle of an existing genre,
but instead has created its own unique niche in the way that very few games
ever manage. I encourage everyone looking for a unique and unprecedentedly
immersive experience to at least give Naughty Dog&rsquo;s masterpiece a try: some will find the
omnipresent anxiety uninviting, and others might be inadvertently oblivious to
the same feeling, but to everyone else, be prepared for an experience you will
not soon forget.</span></p>
<p class="MsoNormal"><span>&nbsp;</span></p>
<p align="center" class="MsoNormal"><span>
<img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/6013.The_2D00_Last_2D00_of_2D00_Us_2D00_VGA_2D00_2012_2D00_Story_2D00_Trailer_5F00_2.jpg" border="0" alt="" /></span><span></span></p>
<p class="MsoNormal"><span>&nbsp;</span></p>
<p align="center" class="MsoNormal"><span>The Last of Us: <strong>9.75/10</strong></span></p>
<p align="center" class="MsoNormal"><span><strong><br /></strong></span></p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=6907076" width="1" height="1">bigcollinhttp://www.gameinformer.com/members/bigcollin/default.aspxEntering the 3rd Dimension: Series That Need A 3DS Debut/blogs/members/b/bigcollin_blog/archive/2012/05/20/entering-the-3rd-dimension-series-that-need-a-3ds-debut.aspx2012-05-21T02:37:00Z2012-05-21T02:37:00Z<p>&nbsp;</p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>The 3DS has been out for a while now, and I think it is safe
to say the console has been arguably successful, &nbsp;bringing its owners several quality gaming
experiences, and doing so in full 3D with no glasses needed. As the console
begins to enter maturity, it is finally time for several series that were successful
on its portable predecessors to make the jump to the 3DS. Below are several
series I would love to see have a 3DS entry as we move on in the console&rsquo;s life
cycle. I will only include series I personally know well and series without an
officially announced 3DS entry.</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; </p>
<p style="text-align:center;" class="MsoNormal"><span style="text-decoration:underline;"><strong>My &quot;Big 5&quot; Series That Need To Be On 3DS</strong></span></p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Mario and Luigi</strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><img src="http://www.hookedgamers.com/images/902/mario_and_luigi_bowsers_inside_story/previews/header_558_mario_and_luigi_bowsers_inside_story.jpg" border="0" alt="" /><br /></strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>The iconic plumbing brothers have been staring in this
series of terrific RPG&rsquo;s across the Gameboy Advance and DS. Each new title
since the first one has used its console&rsquo;s unique hardware in a way to
implement distinct gameplay mechanics completely different from the other entries&#39; gameplay aspects. It would be very interesting to see what the mustachioed duo
would be able to do in a title utilizing the 3DS&rsquo;s variety of new functions, be
it the gyroscopic controls, analog stick, 3D graphics, or something else
entirely.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Pok&eacute;mon</strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><img src="http://www.videogamesblogger.com/wp-content/uploads/2012/02/pokemon-black-and-white-2-black-kyurem-and-white-kyurem-artwork.jpg" border="0" alt="" /><br /></strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>The flagship series of Nintendo&rsquo;s handheld line seems to be
falling behind on the times. With the next entries in the nearly 2-decade old
series set to release on the original DS, one has to wonder what developer
Gamefreak has planned for the more advanced hardware of the 3DS. Seeing as the
3DS has been proven able to easily run software more advanced than that of the
N64&rsquo;s, and amidst cries for innovation from its fanbase, it would be
interesting if Gamefreak&rsquo;s desired future for the Pok&eacute;mon series lay in
creating a game more in-line with the Gamecube titles Coliseum and XD: Gale of
Darkness rather than continuing the classic top-down visual style it has
portrayed since Red and Blue in 1995.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Castlevania</strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><img src="http://src.sencha.io/http://www.thunderboltgames.com/s/bigimg/castlevaniaorderofecclesiareview.jpg" border="0" alt="" /><br /></strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>After 3 stellar titles were released over the lifespan of
the original DS, on top of more terrific titles on the Gameboy Advance, &nbsp;it only makes sense that Konami would be
planning to continue bringing this classic series to Nintendo&rsquo;s newest handheld
console. Personally I would love to see a direct sequel to the first, and my
personal favorite, DS Castlevania title, Dawn of Sorrow, which followed its
Gameboy Advance predecessor Aria of Sorrow in combining the classic Metroidvania
gameplay with Diablo-style lootfesting and Pok&eacute;mon-style collecting elements.
Like the Mario and Luigi series, each DS entry came with its own unique gameplay
elements that made it completely different from the other 2 titles, though
these gameplay differences were very rarely based around the DS hardware. It
would be great to see a direct sequel to any of these games, or a completely
new story line utilizing brand new gameplay mechanics on the 3DS.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>The Legend of Zelda</strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><img src="http://www.videogamesblogger.com/wp-content/uploads/2011/04/the-legend-of-zelda-ocarina-of-time-3d-wallpaper.jpg" border="0" alt="" /><br /></strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>Ocarina of Time 3D proved that you could offer a full 3D
Zelda experience on the handheld. It&rsquo;s time for Nintendo to give fans a brand
new title built around the 3DS&rsquo;s hardware rather than just a port of a classic
game. Zelda has plenty of storylines it could continue, such as Windwaker or
Majora&rsquo;s Mask, and has never been shy about starting new storylines within the
same admittedly convoluted timeline, so they should have no qualms about a
brand new title on the handheld.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Metroid</strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><img src="http://www.relyonhorror.com/wp-content/uploads/2011/07/fusion.jpg" border="0" alt="" /><br /></strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>It has been over 8 years since 2004&rsquo;s Metroid: Zero Mission on the Gameboy Advance,
a remake of the 1986 classic Metroid, and a full decade since &nbsp;the release of Metroid Fusion on the same console, the last
completely new 2D title in what is widely considered one of gaming&rsquo;s most venerable series. Fans
have been calling for a brand new side-scrolling adventure featuring Samus Aran
for a full decade now, and after the last 3D entry in the series was such a disappointment (Other M),
I think it is time for Nintendo to answer it&rsquo;s fan&rsquo;s calls and either develop
the long-rumored Metroid Dread, a sequel to Fusion rumored to be in production in 2006, or craft a completely new title to bring this
outstanding series to it&rsquo;s newest console.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><span><strong><span style="text-decoration:underline;">Other Series That Should Make the Jump:</span></strong></span></p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Scribblenauts</strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>It would be interesting to see what this incredibly
innovative puzzle series could do with an extra dimension.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Donkey Kong Country</strong></p>
<p class="MsoNormal">2010&rsquo;s Donkey Kong Country Returns is one of the best
platformers released in decades. A title using the same formula would be a
welcomed addition to the 3DS roster.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Yoshi&rsquo;s Island</strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>Nobody who played the original 16-bit classic should be
adverse to a brand new title starring Mario&rsquo;s favorite dinosaur.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>The World Ends With You</strong></p>
<p class="MsoNormal">I am currently playing the first game, and can already tell
this series is just the type of innovation that the JRPG needs to regain
mainstream relevancy. </p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><strong>Advance Wars</strong></p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>The 3DS is noticeably lacking in the strategy genre at the
time of writing, even with a new Fire Emblem and Pok&eacute;mon x Nobunaga on the
horizon.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>Any series or games I forgot to mention that you want to see
on the 3DS? Any of my choices that you wish to elaborate on or contest? Leave a
comment below! :D</p>
<p>&nbsp;</p>
<p>EDIT: Just saw the article about a rumored 3DS Castlevania title. Really hope E3 proves this to be true!</p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=1935057" width="1" height="1">bigcollinhttp://www.gameinformer.com/members/bigcollin/default.aspxTime Capsule Review: Old Games in the Modern Age – Portal/blogs/members/b/bigcollin_blog/archive/2012/03/12/time-capsule-review-old-games-in-the-modern-age-portal.aspx2012-03-12T19:26:00Z2012-03-12T19:26:00Z<p>I&rsquo;m
back with another Time Capsule Review. &nbsp;This one is a game that I played not too long
ago, and that many gamers hold very dear to their hearts.&nbsp; Arguably thrown into The Orange Box as sort
of an afterthought, this short little expedition into physics-bending fun has
come to arguably eclipse the 2 games it was packaged with. Although it was held
as an extraordinary piece of gaming genius upon release, has this much-loved
instant classic weathered the years to remain great even today? There&rsquo;s only
one way to find out.</p>
<p style="text-align:center;" class="MsoNormal"><strong><span style="font-size:medium;"><span style="font-size:small;"><span style="font-family:&#39;times new roman&#39;, times;">&nbsp;</span></span></span></strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><span style="font-size:medium;"><span style="font-size:small;"><span style="font-family:&#39;times new roman&#39;, times;">TIME CAPSULE REVIEW: PORTAL</span></span></span></strong></p>
<p style="text-align:center;" class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><strong><span style="font-size:medium;"><span style="font-size:small;"><span style="font-family:&#39;times new roman&#39;, times;"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/2055.Turretlazer.png" border="0" alt="" /></span></span></span></strong></p>
<p style="text-align:center;" class="MsoNormal"><span style="font-family:&#39;times new roman&#39;, times;font-size:x-small;"><strong><i><span style="font-size:medium;">Drawing I did for this review. I&#39;ll try and do one for all of my blog post.</span></i></strong></span></p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p class="MsoNormal">Xbox360/PS3/PC/MacOS</p>
<p class="MsoNormal">Version Played: PC</p>
<p class="MsoNormal">Release Year: 2007
(part of The Orange Box)</p>
<p class="MsoNormal">Played: January 2012</p>
<p class="MsoNormal">Developer: Valve</p>
<p class="MsoNormal">Genre: First Person
Puzzle/Platformer</p>
<p class="MsoNormal">ESRB: T</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>Portal is one of those
games that came out of nowhere and took everyone by surprise back when it
released in 2007. Part of Valve&rsquo;s The Orange Box, along with the also-beloved
Team Fortress 2 and Half Life 2, as well as Half Life 2 &ndash; Episode 1 and 2.
Alongside these sequels to 2 beloved games, no one predicted that the true gem
of this collection would be the roughly 3 hour long puzzle platformer developed
by a small team within Valve as a spiritual successor to the freeware game
Narbacular Drop, the development team of which had since been absorbed&nbsp;by Valve.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/6153.Narbacular_5F00_game.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"></p>
<p style="text-align:center;"><strong><i><span style="font-size:small;">Screenshot from Portal&#39;s spiritual predecessor Narbacular Drop.&nbsp;</span></i></strong></p>
<p style="text-align:center;">&nbsp;</p>
<p style="text-align:left;"><span style="font-weight:bold;"><span style="white-space:pre;"> </span></span>To kick things off,
lets me start out by saying Portal is a short game. I beat it in a single 3 to
3.5 hour sitting, and I wouldn&rsquo;t want it any longer. Portal is perfectly paced
to keep you from growing bored of the mechanics, while still delivering an
amazing package in terms of a complete story that doesn&rsquo;t feel rushed or cut
short, a delicate balance that far too many games fail to achieve.</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/0143.387px_2D00_Portal_5F00_physics_2D00_2.svg.png" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><span style="font-size:small;">Portal as a game emulates the various puzzles that make it up in nature: short and satisfying, but you&#39;ll have to use your brain to make it through.</span></i></strong></p>
<p style="text-align:center;" class="MsoNormal">&nbsp;</p>
<p style="text-align:left;" class="MsoNormal"><span style="white-space:pre;"> </span>&nbsp;On the subject of
story, Portal&rsquo;s is incredible. Similar to a classic short story such as the
Most Dangerous Game or Harrison Bergeron, Portal&rsquo;s story is based around a tiny
cast of characters and a few important lines or moments within the game, but
ultimately delivers a huge impact that far outweighs most full-length titles
today. The story begins with Chell, a young woman who will be the playable
character and protagonist of the game, waking up in an isolated chamber with no
visible doors in or out. After a brief message from a robotic voice emanating
from some unseen intercom system, a portal materializes in the wall of your
cell. You step through this portal, and thus being your journey through a
series of testing chambers in which the game&rsquo;s spectacular puzzles take place.
Early on you get the portal gun, a device which allows you to create your own
portals, and it is with this nifty gadget that you will work your way through
the remainder of the game.&nbsp; As far as
memorable characters and moments go, without spoiling anything, I&rsquo;ll just say
some of the lines and characters rank among the most memorable in gaming
history.</p>
<p style="text-align:left;" class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/6138.HLPverse.png" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><span style="font-size:small;">I&#39;ve read that Portal supposedly takes place in the same universe as the HalfLife series, but having yet to play Half Life (I own them and will get around to playing them at some point, and when I do you can expect some reviews here) I cannot personally attest to this.</span></i></strong></p>
<p style="text-align:center;" class="MsoNormal">&nbsp;</p>
<p style="text-align:left;" class="MsoNormal"><i><span style="white-space:pre;"> </span></i>The
narrative is woven through a terrific world that perfectly sets the tone of the
game.&nbsp; White paneled hallways lead you
between the various puzzles that make up most of the game, and gradually give
way to a drastically different side of the facility where the true tone of the
game is defined. While not on the same level as worlds like Rapture in Bioshock
or Tallon IV in Metroid Prime, the testing facility definitely provides a
unique backdrop that helps further a deep and meaningful story.</p>
<p style="text-align:left;" class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/1256.portal_5F00_mirror_2D00_2.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><span style="font-size:small;">The unadorned, paneled hallways of the testing facility serve as the backdrop to the majority of the puzzles you will complete throughout the game.</span></i></strong></p>
<p style="text-align:center;" class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"><span style="white-space:pre;"> </span>Gameplay-wise, Portal
ranks among the greatest games I have ever experienced. The brain-bending
physics puzzles are ingenious, and the difficulty always seems challenging
without ever becoming frustrating. The platforming can be a <i>bit</i> rough in a few areas, but overall
it&rsquo;s a very small complaint in what is otherwise a near-flawless experience. I
never had a checkpoint that I felt was unfairly placed, neither too far from
nor close to the point of death as to make the game overly easy or difficult.
Besides all of this, in my opinion the best aspect of Portal&rsquo;s gameplay was
that it included something that almost no modern game I can think of has: &nbsp;a challenging final boss. In general, across
all genres, almost any game I have played since the early 2000&rsquo;s has had either
a pathetically easy final boss fight, or no final boss fight at all, with some
obvious exceptions. Portal delivers a truly challenging final boss that gives
the end of the game a terrific climactic feel , without ever becoming
overly-difficult to the point of frustrating,&nbsp;
and ranks among&nbsp; my favorite boss
battles of all time.&nbsp;</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/8117.wpshrine_5F00_Portal_5F00_198_5F00_1024x768.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><span style="font-size:small;">Don&#39;t assume that just because it&#39;s a puzzle game, Portal is going to be easy. There are a myriad of ways to die within the games testing chambers, many of which you will almost certainly fall prey to.</span></i></strong></p>
<p style="text-align:center;" class="MsoNormal">&nbsp;</p>
<p style="text-align:left;" class="MsoNormal"><span style="font-weight:bold;"><span style="white-space:pre;"> </span></span>The only real flaw I can
point out about Portal is the platforming. At some points in the game the impreciseness
inherent to almost all first person games with regards to platforming rears its
ugly head. It&rsquo;s only in a few areas where the limitations of the first person
view cause problems to a significant degree, and all of these problems are
surmountable with only the slightest bit of perseverance on the part of the
player.</p>
<p style="text-align:left;" class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/7635.350px_2D00_Portal_5F00_physics_2D00_3.svg.png" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i>It can be very easy to get snagged one the edge of one of these portals. Not the greatest platforming to ever grace gaming, but still better at it than the vast majority of first person titles out there.</i></strong></p>
<p style="text-align:center;" class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"></p>
<p><span style="white-space:pre;"> </span>All in all, this game
is absolutely spectacular, and one I would rank as an absolute must-play for any
gamer. A bite-sized piece of digital genius, Portal provides one of the most
unique, exquisitely-crafted, nearly seamless, and overall exhilarating
experiences in the history of games, an experience that every gamer should be
able to behold.</p>
<p>&nbsp;</p>
<p style="text-align:center;"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/7242.5300926784311635_5F00_l.jpg" border="0" alt="" /></p>
<p style="text-align:center;"><strong><i><span style="font-size:small;">So go play Portal now. Unless you think what I&#39;ve told you is a lie.</span></i></strong></p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Original GI Score: N/A (The Orange Box Score: 9.75)</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; My Score Today: 9.75</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Similar Titles I Have Played (If you like these, you will
probably like Portal): None</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal"></p>
<p class="MsoNormal"></p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=1765253" width="1" height="1">bigcollinhttp://www.gameinformer.com/members/bigcollin/default.aspxTime Capsule Review: Old Games in the Modern Age – Bioshock /blogs/members/b/bigcollin_blog/archive/2012/03/02/time-capsule-review-old-games-in-the-modern-age-bioshock.aspx2012-03-03T03:04:00Z2012-03-03T03:04:00Z<p>&nbsp;</p>
<p class="MsoNormal">Recently I tried to compile a list of all the games that I
own, but have not gotten the chance to play. As I went through them, I noticed
that many of them are fondly-remembered classics of bygone eras, such as
Half-Life, Metal Gear Solid, and Fallout. So I got to thinking, though these
games were considered terrific in their own time, how well do they still hold
up today? Are they worth going back to experience for those who haven&rsquo;t been
able to play them, or has time ravaged these once-astounding pieces of digital
glory to the point where their positive aspects are eclipsed by outdated
content? So I decided that whenever I play one of these games, I&rsquo;m going to
write a review of it from a modern standpoint. I will try to keep nostalgia
from clouding my opinions on these games by avoiding anything I have played to
any significant degree in the past. I will try to stick to certain criteria
when reviewing games in this manner: the game needs to have been out for about
5 years when I play it, and I&rsquo;ll try and stick to games I have played within
the last 2 years (most will be very recent reviews though). Some might be ports
to new systems, but I will try and only review ports that don&rsquo;t alter the core
game to any significant degree (for example, I would not review Ocarina of Time
3D, but the PSN version of Final Fantasy 7 is essentially the same game as when
it was originally released). I will also try to avoid any spoilers in my
reviews. And with that out of the way, let me get started with my first Time
Capsule Review: Bioshock.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><strong>TIME CAPSULE REVIEW:&nbsp;<strong>BIOSHOCK</strong></strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><strong><br /></strong></strong></p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/0511.bigdaddy.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><span style="font-size:small;"><strong><i>something I sketched quickly for this blog.</i></strong></span></p>
<p style="text-align:center;" class="MsoNormal"><span style="font-size:small;"><strong><i><br /></i></strong></span></p>
<p class="MsoNormal">360/PS3/PC/macOS</p>
<p class="MsoNormal">Release Year:&nbsp; 2007 (PS3 Port: 2008)</p>
<p class="MsoNormal">Played: March
2012</p>
<p class="MsoNormal">Developer: Irrational Games
(Formerly 2K Boston)</p>
<p class="MsoNormal">Lead Designer: Ken Levine</p>
<p class="MsoNormal">Genre: First-Person Shooter</p>
<p class="MsoNormal">ESRB: M </p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; First
off, the version of the game I played was the PS3 port, released in 2008 by
Digital Extremes. The port only has a few very minor changes from the original
360 and PC versions, such as improved visuals on cut scenes and respawning with
a lower amount of health, so it should still be a very accurate take on the originals
as well</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Bioshock
begins with a bang, as your playable character is a survivor of a plane crash
that leaves you stranded in the middle of the Atlantic, where you find your way
into the underwater city of Rapture. The game takes place in 1960, which loans
credence to some of the reasons the game cites for the founding of Rapture
beneath the waves of the Atlantic after the end of World War II. Rapture was created
to be a haven for controversial artist and scientist, shunned by other societies because
of their disdain for the limitations put on their work by things such as government
and morality.&nbsp; Thus the wealthy Andrew
Ryan decided to create a society far away from the disapproving eyes of the
world, and Rapture rose up from the floor of the sea.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/7571.rapture_5F00_welcome.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rapture
proves to be an amazing backdrop for the terrific narrative that unfolds
throughout the course of the game. Since its founding, Rapture has degraded into
a rusting husk of its former glory, and its denizens, horribly mutated through
means described within the game, roam the halls attacking anyone they deem an
enemy. The City gives off a ceaselessly unnerving atmosphere, never truly
becoming scary but never letting you feel safe or comfortable either, and this
keeps you on the edge of your seat throughout the entire game. The atmosphere
wraps you up within its dark folds and keeps you enveloped from beginning to
end in a way very few games I have played have been able to accomplish.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/5383.Bioshock_2D00_20070607110545635.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i>I haven&#39;t come across many games that can unnerve you the way Bioshock can.</i></strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><br /></i></strong></p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; As for
the story itself, the only word I can think of to describe it is beautiful. The
dystopian world of Rapture, and the breathtakingly wonderful narrative that is
woven through its halls, rivals, if not surpasses, any piece of dystopian
literature I have experienced previously (Fahrenheit 451, Brave New World, The
Giver, etc.). It&rsquo;s a perfect piece of evidence for the argument that games are
a form of art, and should be experienced by anyone who is an advocate of
intelligent and thematic story in games.</p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Gameplay
wise, Bioshock seems to have withstood the passage of time wonderfully, which
is an unusual thing for a first person shooter. &nbsp;The AI must have been extraordinary upon
release, because even now the enemies fight fairly intelligently. The AI
certainly isn&rsquo;t perfect by today&rsquo;s standards, but nothing that will hinder
gameplay quality in any significant way. The shooting controls well, and the
plasmid system, ( a gameplay mechanic that allows you to use various powers,
such as shooting lightning or freezing enemies) in tandem with your normal
arsenal lends the combat a level of strategic gameplay I haven&rsquo;t seen in many
other shooters. &nbsp;The game also has a way
of making ammunition for both powers and guns fairly scarce, adding to the game&rsquo;s
unnerving tone which never allows you to feel &nbsp;safe, forcing you to discover combos that will
allow you to conserve ammo. Overall the combat holds up incredibly well and is
just as much, if not more fun, than most shooters on the market today.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/2068.plasmid.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i>Plasmids add a new twist to the traditional FPS gameplay.</i></strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><br /></i></strong></p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Even
with all these positives though, the game is not perfect. My first complaint
has to be with the hacking minigame. The game allows you to hack vending
machines for lower prices, or hostile machinery in order to turn it friendly.
This is handled through a minigame where you create a pipeline for an
electrified liquid to connect 2 circuits, and thus hack the machine. The
problem is this minigame is broken, even to a point where, in some instances,
you actually cannot complete the circuit because of obstructions and are forced
to fail the minigame and take damage. Even when it does work right, it&rsquo;s not
very fun and often breaks the game&rsquo;s quick pace of combat, so overall I find
the system fairly pointless and cumbersome. Another flaw is in the crafting
aspect of the game, which doesn&rsquo;t show you how much of a certain item you
already have in your inventory, so occasionally if you aren&rsquo;t paying close
attention to your inventory you end up crafting a bunch of ammo you cannot
carry, and thus waste resources. Also there are a few plot points that are
never really clarified. They&rsquo;re relatively small aspects of the game, and most
gamers probably won&rsquo;t even give them&nbsp; a
second thought, but it left me with a few nagging questions that I doubt these
are addressed in the sequel.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/5584.hacking.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i>Hacking, plumbing, all the same thing, right?</i></strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><br /></i></strong></p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Also,
it&rsquo;s not really a flaw, but something about the game design that doesn&rsquo;t make
sense to me is the ammunition cap on powers. The game seems to want to
encourage you to experiment with various powers and weapons in combination, but
ammo is so scarce in some parts of the game that you&rsquo;re afraid to use ammo trying
out any powers you don&rsquo;t already use extensively. Throughout the game I only used
2 powers consistently, and never really experimented much because I was afraid I
would be left without any ammo for combat. In my opinion It would have made
more sense for Irrational to have weakened the effectiveness of powers, but
made them ammo independent, (possibly based off a cool-down system) which would
have allowed for more experimentation without the fear of running out of
ammunition.</p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; One
final flaw I&rsquo;d like to address is the inconsistency of the difficulty. I played
it on normal difficulty (the default setting), and the game seemed to
drastically fluctuate in difficulty between the beginning and the
conclusion. At the beginning, the game was really quite challenging, but
towards the end I was tanking through waves of enemies like they were insects,
and it hurt that overall unnerving tone of the game. I could have played the
game on hard difficulty, but I was afraid that if I did, even though the ending
would have been a much more satisfactory experience, the beginning would have
been an overly-frustrating one.&nbsp; It seems
to me that the difficulty settings could have used a bit more tweaking to keep
the game at a challenging level throughout.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/3225.bioshock_2D00_big_2D00_daddy_2D00_little_2D00_sister_2D00_strangle.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i>Even these guys get easy towards the end on normal.</i></strong></p>
<p style="text-align:center;" class="MsoNormal"><strong><i><br /></i></strong></p>
<p class="MsoNormal">&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Overall,
the flaws are incredibly minor dents in the otherwise impenetrable armor that
is Bioshock. This game is a masterpiece of thematic storytelling and tangible
atmosphere in games, and a terrific example of how the contemporarily
simplistic gameplay of first person shooters can be transformed into something
intelligent and strategic. &nbsp;It remains an
incredible experience to this day, and any fan of story in games or terrific
gameplay should adore this title.</p>
<p class="MsoNormal">&nbsp;</p>
<p style="text-align:center;" class="MsoNormal"><img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Components-UserFiles/00-00-03-50-79-Attached+Files/8867.rapture.jpg" border="0" alt="" /></p>
<p style="text-align:center;" class="MsoNormal"><strong><i>Now would you kindly go and play this game now?</i></strong></p>
<p class="MsoNormal">&nbsp;</p>
<p class="MsoNormal">Original GI Score: 10 (PS3 Port Score: 9)</p>
<p class="MsoNormal">My Score Today: 9.5</p>
<p class="MsoNormal">Similar titles I have played (if you liked these, you will
probably like Bioshock): Metroid Prime, Fallout 3</p>
<p>&nbsp;</p><div style="clear:both;"></div><img src="http://www.gameinformer.com/aggbug.aspx?PostID=1742685" width="1" height="1">bigcollinhttp://www.gameinformer.com/members/bigcollin/default.aspx